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This documentation is rather scant. Sorry. | ||
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== Structure == | ||
my_relation = { | ||
opinion = 42 # Opinion the owner of the relation has towards the target | ||
special_guest = yes # If the relation target is in the same court, this will be shown specially in the court list (e.g. "Harold's Ward"); default: no | ||
title_grant_target = yes # They might get given titles if they're unlanded and their liege or above has this relation towards them | ||
relation_aliases = { friend } # If you for example use random_relation_friend other relations specifying friend as an alias will also be a valid relation. | ||
hidden = yes # Relation is not shown to the player | ||
} | ||
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== On-actions == | ||
Each scripted relation has several associated on-actions: | ||
- root = the relation owner ("source" of the relation) | ||
- scope:target = the relation target | ||
on_set_relation_x = { } # Has just been added. Not triggered if the relation is added because it is corresponding to another relation. | ||
on_remove_relation_x = { } # Has just been removed & before the corresponding relation is removed | ||
on_death_relation_x = { } # When the owner of the relation is about to die | ||
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These will fire when the relation is set or removed via script. | ||
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For example, you could do: | ||
on_set_relation_lover = { | ||
events = { | ||
debug.0001 | ||
} | ||
} | ||
The initiator is ROOT, the other character is scope:target. | ||
For two-way relations, the on-action only fires on the initiator. Including if the corresponding relation is a different one (E.G., mentor vs. student) | ||
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== Opinion Modifier == | ||
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opinion_modifier = { | ||
opinion = 30 | ||
} | ||
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The impact the relation gives on the owning character's opinion of the relation target. | ||
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== Modifiers == | ||
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modifier = { | ||
monthly_prestige = 1 | ||
} | ||
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A modifier applied to all characters with the relation. (This means that applying it two a two-sided relation will give both characters the modifier.) | ||
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== Random Skills == | ||
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"Random" based on owner id, target id and relation entry index so two people adding each other in the same relation will produce the same pattern of random skills | ||
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random_skills = { | ||
value = 2 | ||
trigger = { | ||
is_ai = no | ||
} | ||
} | ||
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== Fertility == | ||
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A multiplier against their fertility, used in place of the PRIMARY_SPOUSE_FERTILITY_MULTIPLIER etc defines | ||
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fertility = 1.25 | ||
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== Flags == | ||
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Relations support up to 16 simple flags. They have to be defined as a numerical entry in the relation itself. Note that these are effectively simple bool checks, and cannot be timed. | ||
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0 = first_flag | ||
1 = second_flag | ||
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In script: | ||
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add_relation_flag = { | ||
flag = first_flag | ||
target = scope:target | ||
relation = relation_type | ||
} | ||
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remove_relation_flag follows the same syntax. |
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corresponding = junior_emperor | ||
title_grant_target = yes | ||
opinion = 30 | ||
special_guest = yes | ||
} |
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